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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126
127 .float CopyBody_nextthink;
128 .void(void) CopyBody_think;
129 void CopyBody_Think(void)
130 {
131         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
132         {
133                 self.CopyBody_think();
134                 if(wasfreed(self))
135                         return;
136                 self.CopyBody_nextthink = self.nextthink;
137                 self.CopyBody_think = self.think;
138                 self.think = CopyBody_Think;
139         }
140         CSQCMODEL_AUTOUPDATE();
141         self.nextthink = time;
142 }
143 void CopyBody(float keepvelocity)
144 {
145         entity oldself;
146         if (self.effects & EF_NODRAW)
147                 return;
148         oldself = self;
149         self = spawn();
150         self.enemy = oldself;
151         self.lip = oldself.lip;
152         self.colormap = oldself.colormap;
153         self.iscreature = oldself.iscreature;
154         self.damagedbycontents = oldself.damagedbycontents;
155         self.angles = oldself.angles;
156         self.avelocity = oldself.avelocity;
157         self.classname = "body";
158         self.damageforcescale = oldself.damageforcescale;
159         self.effects = oldself.effects;
160         self.glowmod = oldself.glowmod;
161         self.event_damage = oldself.event_damage;
162         self.animstate_startframe = oldself.animstate_startframe;
163         self.animstate_numframes = oldself.animstate_numframes;
164         self.animstate_framerate = oldself.animstate_framerate;
165         self.animstate_starttime = oldself.animstate_starttime;
166         self.animstate_endtime = oldself.animstate_endtime;
167         self.animstate_override = oldself.animstate_override;
168         self.animstate_looping = oldself.animstate_looping;
169         self.frame = oldself.frame;
170         self.dead_frame = oldself.dead_frame;
171         self.pain_finished = oldself.pain_finished;
172         self.health = oldself.health;
173         self.armorvalue = oldself.armorvalue;
174         self.armortype = oldself.armortype;
175         self.model = oldself.model;
176         self.modelindex = oldself.modelindex;
177         self.skin = oldself.skin;
178         self.species = oldself.species;
179         self.movetype = oldself.movetype;
180         self.solid = oldself.solid;
181         self.ballistics_density = oldself.ballistics_density;
182         self.takedamage = oldself.takedamage;
183         self.customizeentityforclient = oldself.customizeentityforclient;
184         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
185         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
186         if (keepvelocity == 1)
187                 self.velocity = oldself.velocity;
188         self.oldvelocity = self.velocity;
189         self.fade_time = oldself.fade_time;
190         self.fade_rate = oldself.fade_rate;
191         //self.weapon = oldself.weapon;
192         setorigin(self, oldself.origin);
193         setsize(self, oldself.mins, oldself.maxs);
194         self.prevorigin = oldself.origin;
195         self.reset = SUB_Remove;
196
197         Drag_MoveDrag(oldself, self);
198
199         if(self.colormap <= maxclients && self.colormap > 0)
200                 self.colormap = 1024 + self.clientcolors;
201
202         CSQCMODEL_AUTOINIT();
203         self.CopyBody_nextthink = oldself.nextthink;
204         self.CopyBody_think = oldself.think;
205         self.nextthink = time;
206         self.think = CopyBody_Think;
207
208         self = oldself;
209 }
210
211 float player_getspecies()
212 {
213         float s;
214         get_model_parameters(self.model, self.skin);
215         s = get_model_parameters_species;
216         get_model_parameters(string_null, 0);
217         if(s < 0)
218                 return SPECIES_HUMAN;
219         return s;
220 }
221
222 void player_setupanimsformodel()
223 {
224         // defaults for legacy .zym models without animinfo files
225         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
226         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
227         self.anim_draw = animfixfps(self, '2 1 3');
228         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
229         self.anim_duckwalk = animfixfps(self, '4 1 1');
230         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
231         self.anim_duckidle = animfixfps(self, '6 1 1');
232         self.anim_idle = animfixfps(self, '7 1 1');
233         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
234         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
235         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
236         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
237         self.anim_taunt = animfixfps(self, '12 1 0.33');
238         self.anim_run = animfixfps(self, '13 1 1');
239         self.anim_runbackwards = animfixfps(self, '14 1 1');
240         self.anim_strafeleft = animfixfps(self, '15 1 1');
241         self.anim_straferight = animfixfps(self, '16 1 1');
242         self.anim_dead1 = animfixfps(self, '17 1 1');
243         self.anim_dead2 = animfixfps(self, '18 1 1');
244         self.anim_forwardright = animfixfps(self, '19 1 1');
245         self.anim_forwardleft = animfixfps(self, '20 1 1');
246         self.anim_backright = animfixfps(self, '21 1 1');
247         self.anim_backleft  = animfixfps(self, '22 1 1');
248         self.anim_melee = animfixfps(self, '23 1 1');
249         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
250         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
251         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
252         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
253         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
254         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
255         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
256         // TODO introspect models for finding right "fps" value (1/duration)
257         // reset animstate now
258         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
259 }
260
261 void player_anim (void)
262 {
263         updateanim(self);
264         if (self.weaponentity)
265                 updateanim(self.weaponentity);
266
267         if (self.deadflag != DEAD_NO)
268         {
269                 if (time > self.animstate_endtime)
270                 {
271                         if (self.maxs_z > 5)
272                         {
273                                 self.maxs_z = 5;
274                                 setsize(self, self.mins, self.maxs);
275                         }
276                         self.frame = self.dead_frame;
277                 }
278                 return;
279         }
280
281         if (!self.animstate_override)
282         {
283                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
284                 {
285                         if (self.crouch)
286                         {
287                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
288                                 {
289                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
290                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
291                                         {
292                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
293                                                 self.restart_jump = FALSE;
294                                         }
295                                 }
296                         }
297                         else
298                         {
299                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
300                 {
301                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
302                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
303                     {
304                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
305                         self.restart_jump = FALSE;
306                     }
307                 }
308                         }
309                 }
310                 else if (self.crouch)
311                 {
312                         if (self.movement_x > 0 && self.movement_y == 0)
313                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
314                         else if (self.movement_x < 0 && self.movement_y == 0)
315                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
316                         else if (self.movement_x == 0 && self.movement_y > 0)
317                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
318                         else if (self.movement_x == 0 && self.movement_y < 0)
319                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
320                         else if (self.movement_x > 0 && self.movement_y > 0)
321                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
322                         else if (self.movement_x > 0 && self.movement_y < 0)
323                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
324                         else if (self.movement_x < 0 && self.movement_y > 0)
325                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
326                         else if (self.movement_x < 0 && self.movement_y < 0)
327                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
328                         else
329                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
330                 }
331                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
332                 {
333                         if (self.movement_x > 0 && self.movement_y == 0)
334                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
335                         else if (self.movement_x < 0 && self.movement_y == 0)
336                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
337                         else if (self.movement_x == 0 && self.movement_y > 0)
338                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
339                         else if (self.movement_x == 0 && self.movement_y < 0)
340                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
341                         else if (self.movement_x > 0 && self.movement_y > 0)
342                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
343                         else if (self.movement_x > 0 && self.movement_y < 0)
344                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
345                         else if (self.movement_x < 0 && self.movement_y > 0)
346                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
347                         else if (self.movement_x < 0 && self.movement_y < 0)
348                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
349                         else
350                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
351                 }
352                 else
353                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
354         }
355
356         if (self.weaponentity)
357         if (!self.weaponentity.animstate_override)
358                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
359 }
360
361 void SpawnThrownWeapon (vector org, float w)
362 {
363         if(g_minstagib)
364         if(self.ammo_cells <= 0)
365                 return;
366
367         if(g_pinata)
368         {
369                 float j;
370                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
371                 {
372                         if(self.weapons & W_WeaponBit(j))
373                                 if(W_IsWeaponThrowable(j))
374                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
375                 }
376         }
377         else
378         {
379                 if(W_IsWeaponThrowable(self.weapon))
380                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
381         }
382 }
383
384 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
385 {
386         float take, save;
387         vector v;
388         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389
390         // damage resistance (ignore most of the damage from a bullet or similar)
391         damage = max(damage - 5, 1);
392
393         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
394         take = v_x;
395         save = v_y;
396
397         if(sound_allowed(MSG_BROADCAST, attacker))
398         {
399                 if (save > 10)
400                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
401                 else if (take > 30)
402                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
403                 else if (take > 10)
404                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
405         }
406
407         if (take > 50)
408                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
409         if (take > 100)
410                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
411
412         if (!(self.flags & FL_GODMODE))
413         {
414                 self.armorvalue = self.armorvalue - save;
415                 self.health = self.health - take;
416                 // pause regeneration for 5 seconds
417                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418         }
419         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
420         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
421         self.dmg_inflictor = inflictor;
422
423         if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
424         {
425                 // don't use any animations as a gib
426                 self.frame = 0;
427                 self.dead_frame = 0;
428                 // view just above the floor
429                 self.view_ofs = '0 0 4';
430
431                 Violence_GibSplash(self, 1, 1, attacker);
432                 self.effects |= CSQCMODEL_EF_INVISIBLE;
433                 self.solid = SOLID_NOT; // restore later
434         }
435 }
436
437 void ClientKill_Now_TeamChange();
438 void freezetag_CheckWinner();
439
440 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
441 {
442         float take, save, waves, sdelay, dh, da, j;
443         vector v;
444         float valid_damage_for_weaponstats;
445         float excess;
446
447         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
448                 return;
449
450         dh = max(self.health, 0);
451         da = max(self.armorvalue, 0);
452
453         if(!DEATH_ISSPECIAL(deathtype))
454         {
455                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
456                 if(self != attacker)
457                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
458         }
459
460         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
461         {
462                 // tuba causes blood to come out of the ears
463                 vector ear1, ear2;
464                 vector d;
465                 float f;
466                 ear1 = self.origin;
467                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
468                 ear2 = ear1;
469                 makevectors(self.angles);
470                 ear1 += v_right * -10;
471                 ear2 += v_right * +10;
472                 d = inflictor.origin - self.origin;
473                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
474                 force = v_right * vlen(force);
475                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
476                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
477                 if(f > 0)
478                 {
479                         hitloc = ear1;
480                         force = force * -1;
481                 }
482                 else
483                 {
484                         hitloc = ear2;
485                         // force is already good
486                 }
487         }
488         else
489                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
490
491         if (!g_minstagib)
492         {
493                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
494                 take = v_x;
495                 save = v_y;
496         }
497         else
498         {
499                 save = 0;
500                 take = damage;
501         }
502
503         frag_inflictor = inflictor;
504         frag_attacker = attacker;
505         frag_target = self;
506         damage_take = take;
507         damage_save = save;
508         damage_force = force;
509         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
510         take = bound(0, damage_take, self.health);
511         save = bound(0, damage_save, self.armorvalue);
512         excess = max(0, damage - take - save);
513
514         if(sound_allowed(MSG_BROADCAST, attacker))
515         {
516                 if (save > 10)
517                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
518                 else if (take > 30)
519                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
520                 else if (take > 10)
521                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
522         }
523
524         if (take > 50)
525                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
526         if (take > 100)
527                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
528
529         if (time >= self.spawnshieldtime)
530         {
531                 if (!(self.flags & FL_GODMODE))
532                 {
533                         self.armorvalue = self.armorvalue - save;
534                         self.health = self.health - take;
535                         // pause regeneration for 5 seconds
536                         if(take)
537                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
538
539                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
540                         {
541                                 self.pain_finished = time + 0.5;        //Supajoe
542
543                                 if(sv_gentle < 1) {
544                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
545                                         {
546                                                 if (!self.animstate_override)
547                                                 {
548                                                         if (random() > 0.5)
549                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
550                                                         else
551                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
552                                                 }
553                                         }
554
555                                         if(sound_allowed(MSG_BROADCAST, attacker))
556                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
557                                         if(self.health > 1)
558                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
559                                         {
560                                                 if(deathtype == DEATH_FALL)
561                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
562                                                 else if(self.health > 75) // TODO make a "gentle" version?
563                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
564                                                 else if(self.health > 50)
565                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
566                                                 else if(self.health > 25)
567                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
568                                                 else
569                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
570                                         }
571                                 }
572
573                                 // throw off bot aim temporarily
574                                 float shake;
575                                 shake = damage * 5 / (bound(0,skill,100) + 1);
576                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
577                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
578                         }
579                 }
580                 else
581                         self.max_armorvalue += (save + take);
582         }
583         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
584         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
585         self.dmg_inflictor = inflictor;
586
587         if(attacker == self)
588         {
589                 // don't reset pushltime for self damage as it may be an attempt to
590                 // escape a lava pit or similar
591                 //self.pushltime = 0;
592         }
593         else if(attacker.classname == "player")
594         {
595                 self.pusher = attacker;
596                 self.pushltime = time + autocvar_g_maxpushtime;
597         }
598         else if(time < self.pushltime)
599         {
600                 attacker = self.pusher;
601                 self.pushltime = max(self.pushltime, time + 0.6);
602         }
603         else
604                 self.pushltime = 0;
605
606         float abot, vbot, awep;
607         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
608         vbot = (clienttype(self) == CLIENTTYPE_BOT);
609
610         valid_damage_for_weaponstats = 0;
611         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
612         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
613         if(attacker && self != attacker)
614         if(IsDifferentTeam(self, attacker))
615         {
616                 if(DEATH_ISSPECIAL(deathtype))
617                         awep = attacker.weapon;
618                 else
619                         awep = DEATH_WEAPONOF(deathtype);
620                 valid_damage_for_weaponstats = 1;
621         }
622
623         if(valid_damage_for_weaponstats)
624         {
625                 dh = dh - max(self.health, 0);
626                 da = da - max(self.armorvalue, 0);
627                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
628         }
629
630         if (self.health < 1)
631         {
632                 float defer_ClientKill_Now_TeamChange;
633                 defer_ClientKill_Now_TeamChange = FALSE;
634
635                 if(self.alivetime)
636                 {
637                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
638                         self.alivetime = 0;
639                 }
640
641                 if(valid_damage_for_weaponstats)
642                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
643
644                 if(sv_gentle < 1) // TODO make a "gentle" version?
645                 if(sound_allowed(MSG_BROADCAST, attacker))
646                 {
647                         if(deathtype == DEATH_DROWN)
648                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
649                         else
650                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
651                 }
652
653                 // get rid of kill indicator
654                 if(self.killindicator)
655                 {
656                         remove(self.killindicator);
657                         self.killindicator = world;
658                         if(self.killindicator_teamchange)
659                                 defer_ClientKill_Now_TeamChange = TRUE;
660
661                         if(self.classname == "body")
662                         if(deathtype == DEATH_KILL)
663                         {
664                                 // for the lemmings fans, a small harmless explosion
665                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
666                         }
667                 }
668
669                 if(!g_freezetag)
670                 {
671                         // become fully visible
672                         self.alpha = 1;
673                         // throw a weapon
674                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
675                 }
676
677                 // print an obituary message
678                 Obituary (attacker, inflictor, self, deathtype);
679                 race_PreDie();
680                 DropAllRunes(self);
681
682         // increment frag counter for used weapon type
683         float w;
684         w = DEATH_WEAPONOF(deathtype);
685         if(WEP_VALID(w))
686         if(accuracy_isgooddamage(attacker, self))
687         attacker.accuracy.(accuracy_frags[w-1]) += 1;
688
689                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
690                 {
691                         PutClientInServer();
692                         count_alive_players(); // re-count players
693                         freezetag_CheckWinner();
694                         return;
695                 }
696
697                 frag_attacker = attacker;
698                 frag_inflictor = inflictor;
699                 frag_target = self;
700                 MUTATOR_CALLHOOK(PlayerDies);
701                 weapon_action(self.weapon, WR_PLAYERDEATH);
702
703                 RemoveGrapplingHook(self);
704
705                 if(self.flagcarried)
706                 {
707                         if(attacker.classname != "player")
708                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
709                         else if(attacker.team == self.team)
710                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
711                         else
712                                 DropFlag(self.flagcarried, world, attacker);
713                 }
714                 Portal_ClearAllLater(self);
715
716                 if(clienttype(self) == CLIENTTYPE_REAL)
717                 {
718                         stuffcmd(self, "-zoom\n");
719                         self.fixangle = TRUE;
720                         //msg_entity = self;
721                         //WriteByte (MSG_ONE, SVC_SETANGLE);
722                         //WriteAngle (MSG_ONE, self.v_angle_x);
723                         //WriteAngle (MSG_ONE, self.v_angle_y);
724                         //WriteAngle (MSG_ONE, 80);
725                 }
726
727                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
728                         ClientKill_Now_TeamChange();
729
730                 if(g_arena)
731                         Spawnqueue_Unmark(self);
732
733                 if(g_freezetag)
734                         return;
735
736                 // when we get here, player actually dies
737                 // clear waypoints (do this AFTER FreezeTag)
738                 WaypointSprite_PlayerDead();
739
740                 // make the corpse upright (not tilted)
741                 self.angles_x = 0;
742                 self.angles_z = 0;
743                 // don't spin
744                 self.avelocity = '0 0 0';
745                 // view from the floor
746                 self.view_ofs = '0 0 -8';
747                 // toss the corpse
748                 self.movetype = MOVETYPE_TOSS;
749                 // shootable corpse
750                 self.solid = SOLID_CORPSE;
751                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
752                 // don't stick to the floor
753                 self.flags &~= FL_ONGROUND;
754                 // dying animation
755                 self.deadflag = DEAD_DYING;
756                 // when to allow respawn
757                 sdelay = 0;
758                 waves = 0;
759                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
760                 if(!sdelay)
761                 {
762                         if(g_cts)
763                                 sdelay = 0; // no respawn delay in CTS
764                         else
765                                 sdelay = autocvar_g_respawn_delay;
766                 }
767                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
768                 if(!waves)
769                         waves = autocvar_g_respawn_waves;
770                 if(waves)
771                         self.death_time = ceil((time + sdelay) / waves) * waves;
772                 else
773                         self.death_time = time + sdelay;
774                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
775                         self.respawn_countdown = 10; // first number to count down from is 10
776                 else
777                         self.respawn_countdown = -1; // do not count down
778                 if (random() < 0.5)
779                 {
780                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
781                         self.dead_frame = self.anim_dead1_x;
782                 }
783                 else
784                 {
785                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
786                         self.dead_frame = self.anim_dead2_x;
787                 }
788                 // set damage function to corpse damage
789                 self.event_damage = PlayerCorpseDamage;
790                 // call the corpse damage function just in case it wants to gib
791                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
792                 // set up to fade out later
793                 SUB_SetFade (self, time + 6 + random (), 1);
794
795                 if(sv_gentle > 0 || autocvar_ekg) {
796                         // remove corpse
797                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
798                 }
799
800                 // reset fields the weapons may use just in case
801                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
802                 {
803                         weapon_action(j, WR_RESETPLAYER);
804                         ATTACK_FINISHED_FOR(self, j) = 0;
805                 }
806         }
807 }
808
809 .float muted; // to be used by prvm_edictset server playernumber muted 1
810 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
811 // message "": do not say, just test flood control
812 // return value:
813 //   1 = accept
814 //   0 = reject
815 //  -1 = fake accept
816 {
817         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
818         float flood, privatemsgprefixlen;
819         var .float flood_field;
820         entity head;
821         float ret;
822
823         if(Ban_MaybeEnforceBan(source))
824                 return 0;
825
826         if(!teamsay && !privatesay)
827                 if(substring(msgin, 0, 1) == " ")
828                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
829
830         msgin = formatmessage(msgin);
831
832         if(source.classname != "player")
833                 colorstr = "^0"; // black for spectators
834         else if(teamplay)
835                 colorstr = Team_ColorCode(source.team);
836         else
837                 teamsay = FALSE;
838
839         if(intermission_running)
840                 teamsay = FALSE;
841
842         if(msgin != "")
843                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
844
845         /*
846          * using bprint solves this... me stupid
847         // how can we prevent the message from appearing in a listen server?
848         // for now, just give "say" back and only handle say_team
849         if(!teamsay)
850         {
851                 clientcommand(self, strcat("say ", msgin));
852                 return;
853         }
854         */
855
856         if(autocvar_g_chat_teamcolors)
857                 namestr = playername(source);
858         else
859                 namestr = source.netname;
860
861         if(msgin != "")
862         {
863                 if(privatesay)
864                 {
865                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
866                         privatemsgprefixlen = strlen(msgstr);
867                         msgstr = strcat(msgstr, msgin);
868                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
869                         if(autocvar_g_chat_teamcolors)
870                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
871                         else
872                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
873                 }
874                 else if(teamsay)
875                 {
876                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
877                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
878                 }
879                 else
880                 {
881                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
882                         cmsgstr = "";
883                 }
884                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
885         }
886         else
887         {
888                 msgstr = cmsgstr = "";
889         }
890
891         fullmsgstr = msgstr;
892         fullcmsgstr = cmsgstr;
893
894         // FLOOD CONTROL
895         flood = 0;
896         if(floodcontrol)
897         {
898                 float flood_spl;
899                 float flood_burst;
900                 float flood_lmax;
901                 float lines;
902                 if(privatesay)
903                 {
904                         flood_spl = autocvar_g_chat_flood_spl_tell;
905                         flood_burst = autocvar_g_chat_flood_burst_tell;
906                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
907                         flood_field = floodcontrol_chattell;
908                 }
909                 else if(teamsay)
910                 {
911                         flood_spl = autocvar_g_chat_flood_spl_team;
912                         flood_burst = autocvar_g_chat_flood_burst_team;
913                         flood_lmax = autocvar_g_chat_flood_lmax_team;
914                         flood_field = floodcontrol_chatteam;
915                 }
916                 else
917                 {
918                         flood_spl = autocvar_g_chat_flood_spl;
919                         flood_burst = autocvar_g_chat_flood_burst;
920                         flood_lmax = autocvar_g_chat_flood_lmax;
921                         flood_field = floodcontrol_chat;
922                 }
923                 flood_burst = max(0, flood_burst - 1);
924                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
925
926                 // do flood control for the default line size
927                 if(msgstr != "")
928                 {
929                         getWrappedLine_remaining = msgstr;
930                         msgstr = "";
931                         lines = 0;
932                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
933                         {
934                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
935                                 ++lines;
936                         }
937                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
938
939                         if(getWrappedLine_remaining != "")
940                         {
941                                 msgstr = strcat(msgstr, "\n");
942                                 flood = 2;
943                         }
944
945                         if(time >= source.flood_field)
946                         {
947                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
948                         }
949                         else
950                         {
951                                 flood = 1;
952                                 msgstr = fullmsgstr;
953                         }
954                 }
955                 else
956                 {
957                         if(time >= source.flood_field)
958                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
959                         else
960                                 flood = 1;
961                 }
962
963                 if (timeoutStatus == 2) //when game is paused, no flood protection
964                         source.flood_field = flood = 0;
965         }
966
967         if(flood == 2) // cannot happen for empty msgstr
968         {
969                 if(autocvar_g_chat_flood_notify_flooder)
970                 {
971                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
972                         sourcecmsgstr = "";
973                 }
974                 else
975                 {
976                         sourcemsgstr = fullmsgstr;
977                         sourcecmsgstr = fullcmsgstr;
978                 }
979                 cmsgstr = "";
980         }
981         else
982         {
983                 sourcemsgstr = msgstr;
984                 sourcecmsgstr = cmsgstr;
985         }
986
987         if(!privatesay)
988         if(source.classname != "player")
989         {
990                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
991                         teamsay = -1; // spectators
992         }
993
994         if(flood)
995                 print("NOTE: ", playername(source), "^7 is flooding.\n");
996
997         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
998         if(privatesay)
999                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1000
1001         if(source.muted)
1002         {
1003                 // always fake the message
1004                 ret = -1;
1005         }
1006         else if(flood == 1)
1007         {
1008                 if(autocvar_g_chat_flood_notify_flooder)
1009                 {
1010                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1011                         ret = 0;
1012                 }
1013                 else
1014                         ret = -1;
1015         }
1016         else
1017         {
1018                 ret = 1;
1019         }
1020
1021         if(sourcemsgstr != "" && ret != 0)
1022         {
1023                 if(ret < 0) // fake
1024                 {
1025                         sprint(source, sourcemsgstr);
1026                         if(sourcecmsgstr != "" && !privatesay)
1027                                 centerprint(source, sourcecmsgstr);
1028                 }
1029                 else if(privatesay)
1030                 {
1031                         sprint(source, sourcemsgstr);
1032                         sprint(privatesay, msgstr);
1033                         if(cmsgstr != "")
1034                                 centerprint(privatesay, cmsgstr);
1035                 }
1036                 else if(teamsay > 0)
1037                 {
1038                         sprint(source, sourcemsgstr);
1039                         if(sourcecmsgstr != "")
1040                                 centerprint(source, sourcecmsgstr);
1041                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1042                                 if(head != source)
1043                                 {
1044                                         sprint(head, msgstr);
1045                                         if(cmsgstr != "")
1046                                                 centerprint(head, cmsgstr);
1047                                 }
1048                 }
1049                 else if(teamsay < 0)
1050                 {
1051                         sprint(source, sourcemsgstr);
1052                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1053                                 if(head != source)
1054                                         sprint(head, msgstr);
1055                 }
1056                 else if(sourcemsgstr != msgstr)
1057                 {
1058                         sprint(source, sourcemsgstr);
1059                         FOR_EACH_REALCLIENT(head)
1060                                 if(head != source)
1061                                         sprint(head, msgstr);
1062                 }
1063                 else
1064                         bprint(msgstr);
1065         }
1066
1067         return ret;
1068 }
1069
1070 float GetVoiceMessageVoiceType(string type)
1071 {
1072         if(type == "taunt")
1073                 return VOICETYPE_TAUNT;
1074         if(type == "teamshoot")
1075                 return VOICETYPE_LASTATTACKER;
1076         return VOICETYPE_TEAMRADIO;
1077 }
1078
1079 string allvoicesamples;
1080 .string GetVoiceMessageSampleField(string type)
1081 {
1082         GetPlayerSoundSampleField_notFound = 0;
1083         switch(type)
1084         {
1085 #define _VOICEMSG(m) case #m: return playersound_##m;
1086                 ALLVOICEMSGS
1087 #undef _VOICEMSG
1088         }
1089         GetPlayerSoundSampleField_notFound = 1;
1090         return playersound_taunt;
1091 }
1092
1093 .string GetPlayerSoundSampleField(string type)
1094 {
1095         GetPlayerSoundSampleField_notFound = 0;
1096         switch(type)
1097         {
1098 #define _VOICEMSG(m) case #m: return playersound_##m;
1099                 ALLPLAYERSOUNDS
1100 #undef _VOICEMSG
1101         }
1102         GetPlayerSoundSampleField_notFound = 1;
1103         return playersound_taunt;
1104 }
1105
1106 void PrecacheGlobalSound(string samplestring)
1107 {
1108         float n, i;
1109         tokenize_console(samplestring);
1110         n = stof(argv(1));
1111         if(n > 0)
1112         {
1113                 for(i = 1; i <= n; ++i)
1114                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1115         }
1116         else
1117         {
1118                 precache_sound(strcat(argv(0), ".wav"));
1119         }
1120 }
1121
1122 void PrecachePlayerSounds(string f)
1123 {
1124         float fh;
1125         string s;
1126         fh = fopen(f, FILE_READ);
1127         if(fh < 0)
1128                 return;
1129         while((s = fgets(fh)))
1130         {
1131                 if(tokenize_console(s) != 3)
1132                 {
1133                         dprint("Invalid sound info line: ", s, "\n");
1134                         continue;
1135                 }
1136                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1137         }
1138         fclose(fh);
1139
1140         if not(allvoicesamples)
1141         {
1142 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1143                 ALLVOICEMSGS
1144 #undef _VOICEMSG
1145                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1146         }
1147 }
1148
1149 void ClearPlayerSounds()
1150 {
1151 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1152         ALLPLAYERSOUNDS
1153         ALLVOICEMSGS
1154 #undef _VOICEMSG
1155 }
1156
1157 float LoadPlayerSounds(string f, float first)
1158 {
1159         float fh;
1160         string s;
1161         var .string field;
1162         fh = fopen(f, FILE_READ);
1163         if(fh < 0)
1164         {
1165                 dprint("Player sound file not found: ", f, "\n");
1166                 return 0;
1167         }
1168         while((s = fgets(fh)))
1169         {
1170                 if(tokenize_console(s) != 3)
1171                         continue;
1172                 field = GetPlayerSoundSampleField(argv(0));
1173                 if(GetPlayerSoundSampleField_notFound)
1174                         field = GetVoiceMessageSampleField(argv(0));
1175                 if(GetPlayerSoundSampleField_notFound)
1176                         continue;
1177                 if(self.field)
1178                         strunzone(self.field);
1179                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1180         }
1181         fclose(fh);
1182         return 1;
1183 }
1184
1185 .float modelindex_for_playersound;
1186 .float skin_for_playersound;
1187 void UpdatePlayerSounds()
1188 {
1189         if(self.modelindex == self.modelindex_for_playersound)
1190         if(self.skin == self.skin_for_playersound)
1191                 return;
1192         self.modelindex_for_playersound = self.modelindex;
1193         self.skin_for_playersound = self.skin;
1194         ClearPlayerSounds();
1195         LoadPlayerSounds("sound/player/default.sounds", 1);
1196         if(!autocvar_g_debug_defaultsounds)
1197                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1198                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1199 }
1200
1201 void FakeGlobalSound(string sample, float chan, float voicetype)
1202 {
1203         float n;
1204         float tauntrand;
1205
1206         if(sample == "")
1207                 return;
1208
1209         tokenize_console(sample);
1210         n = stof(argv(1));
1211         if(n > 0)
1212                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1213         else
1214                 sample = strcat(argv(0), ".wav"); // randomization
1215
1216         switch(voicetype)
1217         {
1218                 case VOICETYPE_LASTATTACKER_ONLY:
1219                         break;
1220                 case VOICETYPE_LASTATTACKER:
1221                         if(self.pusher)
1222                         {
1223                                 msg_entity = self;
1224                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1225                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1226                         }
1227                         break;
1228                 case VOICETYPE_TEAMRADIO:
1229                         msg_entity = self;
1230                         if(msg_entity.cvar_cl_voice_directional == 1)
1231                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1232                         else
1233                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234                         break;
1235                 case VOICETYPE_AUTOTAUNT:
1236                         if(!sv_autotaunt)
1237                                 break;
1238                         if(!sv_taunt)
1239                                 break;
1240                         if(sv_gentle)
1241                                 break;
1242                         tauntrand = random();
1243                         msg_entity = self;
1244                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1245                         {
1246                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1247                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1248                                 else
1249                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1250                         }
1251                         break;
1252                 case VOICETYPE_TAUNT:
1253                         if(self.classname == "player")
1254                                 if(self.deadflag == DEAD_NO)
1255                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1256                         if(!sv_taunt)
1257                                 break;
1258                         if(sv_gentle)
1259                                 break;
1260                         msg_entity = self;
1261                         if (msg_entity.cvar_cl_voice_directional >= 1)
1262                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1263                         else
1264                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1265                         break;
1266                 case VOICETYPE_PLAYERSOUND:
1267                         msg_entity = self;
1268                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1269                         break;
1270                 default:
1271                         backtrace("Invalid voice type!");
1272                         break;
1273         }
1274 }
1275
1276 void GlobalSound(string sample, float chan, float voicetype)
1277 {
1278         float n;
1279         float tauntrand;
1280
1281         if(sample == "")
1282                 return;
1283
1284         tokenize_console(sample);
1285         n = stof(argv(1));
1286         if(n > 0)
1287                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1288         else
1289                 sample = strcat(argv(0), ".wav"); // randomization
1290
1291         switch(voicetype)
1292         {
1293                 case VOICETYPE_LASTATTACKER_ONLY:
1294                         if(self.pusher)
1295                         {
1296                                 msg_entity = self.pusher;
1297                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1298                                 {
1299                                         if(msg_entity.cvar_cl_voice_directional == 1)
1300                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1301                                         else
1302                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1303                                 }
1304                         }
1305                         break;
1306                 case VOICETYPE_LASTATTACKER:
1307                         if(self.pusher)
1308                         {
1309                                 msg_entity = self.pusher;
1310                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1311                                 {
1312                                         if(msg_entity.cvar_cl_voice_directional == 1)
1313                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1314                                         else
1315                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316                                 }
1317                                 msg_entity = self;
1318                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1319                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1320                         }
1321                         break;
1322                 case VOICETYPE_TEAMRADIO:
1323                         FOR_EACH_REALCLIENT(msg_entity)
1324                                 if(!teamplay || msg_entity.team == self.team)
1325                                 {
1326                                         if(msg_entity.cvar_cl_voice_directional == 1)
1327                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1328                                         else
1329                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1330                                 }
1331                         break;
1332                 case VOICETYPE_AUTOTAUNT:
1333                         if(!sv_autotaunt)
1334                                 break;
1335                         if(!sv_taunt)
1336                                 break;
1337                         if(sv_gentle)
1338                                 break;
1339                         tauntrand = random();
1340                         FOR_EACH_REALCLIENT(msg_entity)
1341                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1342                                 {
1343                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1344                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1345                                         else
1346                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1347                                 }
1348                         break;
1349                 case VOICETYPE_TAUNT:
1350                         if(self.classname == "player")
1351                                 if(self.deadflag == DEAD_NO)
1352                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1353                         if(!sv_taunt)
1354                                 break;
1355                         if(sv_gentle)
1356                                 break;
1357                         FOR_EACH_REALCLIENT(msg_entity)
1358                         {
1359                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1360                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1361                                 else
1362                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1363                         }
1364                         break;
1365                 case VOICETYPE_PLAYERSOUND:
1366                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1367                         break;
1368                 default:
1369                         backtrace("Invalid voice type!");
1370                         break;
1371         }
1372 }
1373
1374 void PlayerSound(.string samplefield, float chan, float voicetype)
1375 {
1376         GlobalSound(self.samplefield, chan, voicetype);
1377 }
1378
1379 void VoiceMessage(string type, string msg)
1380 {
1381         var .string sample;
1382         float voicetype, ownteam;
1383         float flood;
1384         sample = GetVoiceMessageSampleField(type);
1385
1386         if(GetPlayerSoundSampleField_notFound)
1387         {
1388                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1389                 return;
1390         }
1391
1392         voicetype = GetVoiceMessageVoiceType(type);
1393         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1394
1395         flood = Say(self, ownteam, world, msg, 1);
1396
1397         if (flood > 0)
1398                 GlobalSound(self.sample, CH_VOICE, voicetype);
1399         else if (flood < 0)
1400                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1401 }
1402
1403 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1404 {
1405 //      show_message
1406 //      0 (00) automove centerprint, admin message
1407 //      1 (01) automove centerprint, no admin message
1408 //      2 (10) no centerprint, admin message
1409 //      3 (11) no centerprint, no admin message
1410
1411         float lockteams_backup;
1412
1413         lockteams_backup = lockteams;  // backup any team lock
1414
1415         lockteams = 0;  // disable locked teams
1416
1417         TeamchangeFrags(client);  // move the players frags
1418         SetPlayerColors(client, team_colour - 1);  // set the players colour
1419         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1420
1421         lockteams = lockteams_backup;  // restore the team lock
1422
1423         LogTeamchange(client.playerid, client.team, type);
1424
1425         if not(show_message & 1) // admin message
1426                 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n"));  // send a chat message
1427
1428         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1429 }